1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
|
|
22 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
|
|
23 | |
24 | #include <assert.h> |
24 | #include <assert.h> |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #include <material.h> |
27 | #include <material.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
35 | |
31 | |
36 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
37 | { |
33 | { |
38 | char *msg1; |
34 | char *msg1; |
39 | char *msg2; |
35 | char *msg2; |
… | |
… | |
84 | materialtype_t *mt; |
80 | materialtype_t *mt; |
85 | |
81 | |
86 | if (op->materialname == NULL) |
82 | if (op->materialname == NULL) |
87 | { |
83 | { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
89 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
90 | break; |
86 | break; |
91 | } |
87 | } |
92 | else |
88 | else |
93 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
94 | |
90 | |
95 | if (mt == NULL) |
91 | if (!mt) |
96 | return TRUE; |
92 | return TRUE; |
97 | |
93 | |
98 | roll = rndm (1, 20); |
94 | roll = rndm (1, 20); |
99 | |
95 | |
100 | /* the attacktypes have no meaning for object saves |
96 | /* the attacktypes have no meaning for object saves |
… | |
… | |
131 | saves++; |
127 | saves++; |
132 | } |
128 | } |
133 | |
129 | |
134 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
135 | return TRUE; |
131 | return TRUE; |
|
|
132 | |
136 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
137 | return FALSE; |
134 | return FALSE; |
|
|
135 | |
138 | return TRUE; |
136 | return TRUE; |
139 | } |
137 | } |
140 | |
138 | |
141 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
142 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
… | |
… | |
163 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
164 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
165 | */ |
163 | */ |
166 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
167 | { |
165 | { |
168 | const char *arch = op->other_arch->name; |
166 | const char *arch = op->other_arch->archname; |
169 | |
167 | |
170 | op = decrease_ob_nr (op, 1); |
168 | op = decrease_ob_nr (op, 1); |
171 | |
169 | |
172 | if (op) |
170 | if (op) |
173 | fix_stopped_item (op, m, originator); |
171 | fix_stopped_item (op, m, originator); |
… | |
… | |
269 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
270 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
271 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
272 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
273 | */ |
271 | */ |
274 | |
|
|
275 | int |
272 | int |
276 | hit_map (object *op, int dir, int type, int full_hit) |
273 | hit_map (object *op, int dir, int type, int full_hit) |
277 | { |
274 | { |
278 | maptile *map; |
275 | maptile *map; |
279 | sint16 x, y; |
276 | sint16 x, y; |
… | |
… | |
285 | return 0; |
282 | return 0; |
286 | } |
283 | } |
287 | |
284 | |
288 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
285 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
289 | { |
286 | { |
290 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
287 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
291 | return 0; |
288 | return 0; |
292 | } |
289 | } |
293 | |
290 | |
294 | if (!op->map) |
291 | if (!op->map) |
295 | { |
292 | { |
… | |
… | |
312 | mapspace &ms = map->at (x, y); |
309 | mapspace &ms = map->at (x, y); |
313 | |
310 | |
314 | if (ms.flags () & P_SAFE) |
311 | if (ms.flags () & P_SAFE) |
315 | return 0; |
312 | return 0; |
316 | |
313 | |
317 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
318 | * must be out here because it strikes things which are not alive |
315 | * must be out here because it strikes things which are not alive |
319 | */ |
316 | */ |
320 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
321 | { |
318 | { |
322 | if (type & AT_COUNTERSPELL) |
319 | if (type & AT_COUNTERSPELL) |
… | |
… | |
373 | * that weak walls have is_alive set, which prevent objects from |
370 | * that weak walls have is_alive set, which prevent objects from |
374 | * passing over/through them. We don't care what type of movement |
371 | * passing over/through them. We don't care what type of movement |
375 | * the wall blocks - if it blocks any type of movement, can't be |
372 | * the wall blocks - if it blocks any type of movement, can't be |
376 | * destroyed right now. |
373 | * destroyed right now. |
377 | */ |
374 | */ |
378 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
375 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
379 | { |
376 | { |
380 | save_throw_object (tmp, type, op); |
377 | save_throw_object (tmp, type, op); |
381 | |
378 | |
382 | if (op->destroyed ()) |
379 | if (op->destroyed ()) |
383 | break; |
380 | break; |
… | |
… | |
616 | if (hitter->owner != NULL) |
613 | if (hitter->owner != NULL) |
617 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
614 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
618 | else |
615 | else |
619 | { |
616 | { |
620 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
617 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
618 | |
621 | if (dam != 0) |
619 | if (dam != 0) |
622 | { |
620 | { |
623 | if (dam < 10) |
621 | if (dam < 10) |
624 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
622 | op->contr->play_sound (sound_find ("player_is_hit1")); |
625 | else if (dam < 20) |
623 | else if (dam < 20) |
626 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
624 | op->contr->play_sound (sound_find ("player_is_hit2")); |
627 | else |
625 | else |
628 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
626 | op->contr->play_sound (sound_find ("player_is_hit3")); |
629 | } |
627 | } |
630 | } |
628 | } |
|
|
629 | |
631 | new_draw_info (NDI_BLACK, 0, op, buf); |
630 | new_draw_info (NDI_BLACK, 0, op, buf); |
632 | } /* end of player hitting player */ |
631 | } /* end of player hitting player */ |
633 | |
632 | |
634 | if (hitter->type == PLAYER) |
633 | if (hitter->type == PLAYER) |
635 | { |
634 | { |
636 | sprintf (buf, "You %s.", buf1); |
635 | sprintf (buf, "You %s.", buf1); |
|
|
636 | |
637 | if (dam != 0) |
637 | if (dam != 0) |
638 | { |
638 | { |
639 | if (dam < 10) |
639 | if (dam < 10) |
640 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
640 | op->play_sound (sound_find ("player_hits1")); |
641 | else if (dam < 20) |
641 | else if (dam < 20) |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
642 | op->play_sound (sound_find ("player_hits2")); |
643 | else |
643 | else |
644 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
644 | op->play_sound (sound_find ("player_hits3")); |
645 | } |
645 | } |
|
|
646 | |
646 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
647 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
647 | } |
648 | } |
648 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
649 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
649 | { |
650 | { |
650 | /* look for stacked spells and start reducing the message chances */ |
651 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
652 | { |
653 | { |
653 | i = 4; |
654 | i = 4; |
654 | map = hitter->map; |
655 | map = hitter->map; |
655 | if (out_of_map (map, hitter->x, hitter->y)) |
656 | if (out_of_map (map, hitter->x, hitter->y)) |
656 | return; |
657 | return; |
|
|
658 | |
657 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
658 | if (next) |
660 | if (next) |
659 | while (next) |
661 | while (next) |
660 | { |
662 | { |
661 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
662 | i *= 3; |
664 | i *= 3; |
|
|
665 | |
663 | tmp = next; |
666 | tmp = next; |
664 | next = tmp->above; |
667 | next = tmp->above; |
665 | } |
668 | } |
|
|
669 | |
666 | if (i < 0) |
670 | if (i < 0) |
667 | return; |
671 | return; |
|
|
672 | |
668 | if (rndm (0, i) != 0) |
673 | if (rndm (0, i) != 0) |
669 | return; |
674 | return; |
670 | } |
675 | } |
671 | else if (rndm (0, 5) != 0) |
676 | else if (rndm (0, 5) != 0) |
672 | return; |
677 | return; |
|
|
678 | |
673 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
679 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
674 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
680 | op->play_sound (sound_find ("player_hits4")); |
675 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
681 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
676 | } |
682 | } |
677 | } |
683 | } |
678 | |
684 | |
679 | |
685 | |
… | |
… | |
683 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
689 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
684 | { |
690 | { |
685 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
691 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
686 | return 1; |
692 | return 1; |
687 | } |
693 | } |
|
|
694 | |
688 | if ((*target)->head) |
695 | if ((*target)->head) |
689 | *target = (*target)->head; |
696 | *target = (*target)->head; |
|
|
697 | |
690 | if ((*hitter)->head) |
698 | if ((*hitter)->head) |
691 | *hitter = (*hitter)->head; |
699 | *hitter = (*hitter)->head; |
|
|
700 | |
692 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
701 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
693 | { |
702 | { |
694 | *simple_attack = 1; |
703 | *simple_attack = 1; |
695 | return 0; |
704 | return 0; |
696 | } |
705 | } |
|
|
706 | |
697 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
707 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
698 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
708 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
709 | || !(*hitter)->map |
|
|
710 | || !on_same_map (*hitter, *target)) |
699 | { |
711 | { |
700 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
712 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
713 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
701 | return 1; |
714 | return 1; |
702 | } |
715 | } |
|
|
716 | |
703 | *simple_attack = 0; |
717 | *simple_attack = 0; |
704 | return 0; |
718 | return 0; |
705 | } |
719 | } |
706 | |
720 | |
707 | static int |
721 | static int |
… | |
… | |
743 | |
757 | |
744 | /* |
758 | /* |
745 | * A little check to make it more difficult to dance forward and back |
759 | * A little check to make it more difficult to dance forward and back |
746 | * to avoid ever being hit by monsters. |
760 | * to avoid ever being hit by monsters. |
747 | */ |
761 | */ |
748 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
762 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
749 | { |
763 | { |
750 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
764 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
751 | * infinite loop occurs, with process_object calling move_monster, |
765 | * infinite loop occurs, with process_object calling move_monster, |
752 | * which then gets here again. By decreasing the speed before |
766 | * which then gets here again. By decreasing the speed before |
753 | * we call process_object, the 'if' statement above will fail. |
767 | * we call process_object, the 'if' statement above will fail. |
754 | */ |
768 | */ |
755 | op->speed_left--; |
769 | --op->speed_left; |
756 | process_object (op); |
770 | process_object (op); |
757 | |
771 | |
758 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
772 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
759 | goto error; |
773 | goto error; |
760 | } |
774 | } |
… | |
… | |
770 | /* See if we hit the creature */ |
784 | /* See if we hit the creature */ |
771 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
785 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
772 | { |
786 | { |
773 | int hitdam = base_dam; |
787 | int hitdam = base_dam; |
774 | |
788 | |
775 | if (settings.casting_time == TRUE) |
|
|
776 | { |
|
|
777 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
778 | { |
|
|
779 | hitter->casting_time = -1; |
|
|
780 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
|
|
781 | } |
|
|
782 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
783 | { |
|
|
784 | op->casting_time = -1; |
|
|
785 | if (op->type == PLAYER) |
|
|
786 | { |
|
|
787 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
|
|
788 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
789 | } |
|
|
790 | } |
|
|
791 | } |
|
|
792 | if (!simple_attack) |
789 | if (!simple_attack) |
793 | { |
790 | { |
794 | /* If you hit something, the victim should *always* wake up. |
791 | /* If you hit something, the victim should *always* wake up. |
795 | * Before, invisible hitters could avoid doing this. |
792 | * Before, invisible hitters could avoid doing this. |
796 | * -b.t. */ |
793 | * -b.t. */ |
… | |
… | |
804 | |
801 | |
805 | /* if you were hidden and hit by a creature, you are discovered */ |
802 | /* if you were hidden and hit by a creature, you are discovered */ |
806 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
803 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
807 | { |
804 | { |
808 | make_visible (op); |
805 | make_visible (op); |
|
|
806 | |
809 | if (op->type == PLAYER) |
807 | if (op->type == PLAYER) |
810 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
808 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
811 | } |
809 | } |
812 | |
810 | |
813 | /* thrown items (hitter) will have various effects |
811 | /* thrown items (hitter) will have various effects |
… | |
… | |
867 | } |
865 | } |
868 | |
866 | |
869 | int |
867 | int |
870 | attack_ob (object *op, object *hitter) |
868 | attack_ob (object *op, object *hitter) |
871 | { |
869 | { |
872 | |
|
|
873 | if (hitter->head) |
|
|
874 | hitter = hitter->head; |
870 | hitter = hitter->head_ (); |
|
|
871 | |
875 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
872 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
876 | } |
873 | } |
877 | |
874 | |
878 | /* op is the arrow, tmp is what is stopping the arrow. |
875 | /* op is the arrow, tmp is what is stopping the arrow. |
879 | * |
876 | * |
… | |
… | |
888 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
885 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
889 | * stick around. |
886 | * stick around. |
890 | */ |
887 | */ |
891 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
888 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
892 | { |
889 | { |
893 | if (tmp->head != NULL) |
|
|
894 | tmp = tmp->head; |
890 | tmp = tmp->head_ (); |
895 | |
891 | |
896 | op->remove (); |
892 | op->remove (); |
897 | op = insert_ob_in_ob (op, tmp); |
893 | op = insert_ob_in_ob (op, tmp); |
898 | |
894 | |
899 | if (tmp->type == PLAYER) |
895 | if (tmp->type == PLAYER) |
… | |
… | |
1006 | insert_ob_in_ob (hitter, container); |
1002 | insert_ob_in_ob (hitter, container); |
1007 | } |
1003 | } |
1008 | |
1004 | |
1009 | return op; |
1005 | return op; |
1010 | } |
1006 | } |
1011 | |
|
|
1012 | |
1007 | |
1013 | void |
1008 | void |
1014 | tear_down_wall (object *op) |
1009 | tear_down_wall (object *op) |
1015 | { |
1010 | { |
1016 | int perc = 0; |
1011 | int perc = 0; |
… | |
… | |
1065 | SET_FLAG (target, FLAG_SCARED); |
1060 | SET_FLAG (target, FLAG_SCARED); |
1066 | if (!target->enemy) |
1061 | if (!target->enemy) |
1067 | target->enemy = owner; |
1062 | target->enemy = owner; |
1068 | } |
1063 | } |
1069 | |
1064 | |
1070 | |
|
|
1071 | /* This returns the amount of damage hitter does to op with the |
1065 | /* This returns the amount of damage hitter does to op with the |
1072 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1066 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1073 | * This doesn't damage the player, but returns how much it should |
1067 | * This doesn't damage the player, but returns how much it should |
1074 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1068 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1075 | * Note - changed for PR code - we now pass the attack number and not |
1069 | * Note - changed for PR code - we now pass the attack number and not |
… | |
… | |
1086 | return 0; |
1080 | return 0; |
1087 | } |
1081 | } |
1088 | |
1082 | |
1089 | if (dam < 0) |
1083 | if (dam < 0) |
1090 | { |
1084 | { |
1091 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1085 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1086 | dam, hitter->debug_desc (), op->debug_desc ()); |
1092 | return 0; |
1087 | return 0; |
1093 | } |
1088 | } |
1094 | |
1089 | |
1095 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1090 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1096 | * people can't mess with that or it otherwise get confused. */ |
1091 | * people can't mess with that or it otherwise get confused. */ |
1097 | if (attacknum == ATNR_INTERNAL) |
1092 | if (attacknum == ATNR_INTERNAL) |
1098 | return dam; |
1093 | return dam; |
1099 | |
1094 | |
1100 | if (hitter->slaying) |
1095 | if (hitter->slaying) |
1101 | { |
1096 | { |
1102 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1097 | if ((op->race && strstr (hitter->slaying, op->race)) |
1103 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1098 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1104 | { |
1099 | { |
1105 | doesnt_slay = 0; |
1100 | doesnt_slay = 0; |
1106 | dam *= 3; |
1101 | dam *= 3; |
1107 | } |
1102 | } |
1108 | } |
1103 | } |
… | |
… | |
1122 | /* Special hack. By default, if immune to something, you |
1117 | /* Special hack. By default, if immune to something, you |
1123 | * shouldn't need to worry. However, acid is an exception, since |
1118 | * shouldn't need to worry. However, acid is an exception, since |
1124 | * it can still damage your items. Only include attacktypes if |
1119 | * it can still damage your items. Only include attacktypes if |
1125 | * special processing is needed */ |
1120 | * special processing is needed */ |
1126 | |
1121 | |
1127 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1122 | if (op->resist[attacknum] >= 100 |
|
|
1123 | && doesnt_slay |
|
|
1124 | && attacknum != ATNR_ACID) |
1128 | return 0; |
1125 | return 0; |
1129 | |
1126 | |
1130 | /* Keep this in order - makes things easier to find */ |
1127 | /* Keep this in order - makes things easier to find */ |
1131 | |
1128 | |
1132 | switch (attacknum) |
1129 | switch (attacknum) |
… | |
… | |
1182 | else if (attacknum == ATNR_DEPLETE) |
1179 | else if (attacknum == ATNR_DEPLETE) |
1183 | op->drain_stat (); |
1180 | op->drain_stat (); |
1184 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1181 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1185 | blind_player (op, hitter, dam); |
1182 | blind_player (op, hitter, dam); |
1186 | } |
1183 | } |
|
|
1184 | |
1187 | dam = 0; /* These are all effects and don't do real damage */ |
1185 | dam = 0; /* These are all effects and don't do real damage */ |
1188 | } |
1186 | } |
1189 | break; |
1187 | break; |
1190 | |
1188 | |
1191 | case ATNR_ACID: |
1189 | case ATNR_ACID: |
… | |
… | |
1201 | if (tmp->invisible) |
1199 | if (tmp->invisible) |
1202 | continue; |
1200 | continue; |
1203 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1201 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1204 | /* >= 10% acid res. on items will protect these */ |
1202 | /* >= 10% acid res. on items will protect these */ |
1205 | continue; |
1203 | continue; |
1206 | if (!(tmp->material & M_IRON)) |
1204 | if (!(tmp->materials & M_IRON)) |
1207 | continue; |
1205 | continue; |
1208 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1206 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1209 | continue; |
1207 | continue; |
1210 | if (tmp->type == RING |
1208 | if (tmp->type == RING |
1211 | /* removed boots and gloves from exclusion list in PR */ |
1209 | /* removed boots and gloves from exclusion list in PR */ |
… | |
… | |
1269 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1267 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1270 | * nothing happens. |
1268 | * nothing happens. |
1271 | * Try to credit the owner. We try to display player -> player drain |
1269 | * Try to credit the owner. We try to display player -> player drain |
1272 | * attacks, hence all the != PLAYER checks. |
1270 | * attacks, hence all the != PLAYER checks. |
1273 | */ |
1271 | */ |
1274 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1272 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1275 | { |
1273 | { |
1276 | object *owner = hitter->owner; |
1274 | object *owner = hitter->owner; |
1277 | |
1275 | |
1278 | if (owner && owner != hitter) |
1276 | if (owner && owner != hitter) |
1279 | { |
1277 | { |
1280 | if (op->type != PLAYER || owner->type != PLAYER) |
1278 | if (op->type != PLAYER || owner->type != PLAYER) |
1281 | change_exp (owner, op->stats.exp / (rate * 2), |
1279 | change_exp (owner, op->stats.exp / (rate * 2), |
1282 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1280 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1283 | } |
1281 | } |
1284 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1282 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1285 | { |
|
|
1286 | change_exp (hitter, op->stats.exp / (rate * 2), |
1283 | change_exp (hitter, op->stats.exp / (rate * 2), |
1287 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1288 | } |
1285 | |
1289 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1286 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1290 | } |
1287 | } |
1291 | |
1288 | |
1292 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1289 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1293 | * drain attack, you won't know that you are actually sucking out EXP, |
1290 | * drain attack, you won't know that you are actually sucking out EXP, |
… | |
… | |
1305 | object *god = find_god (determine_god (owner)); |
1302 | object *god = find_god (determine_god (owner)); |
1306 | int div = 1; |
1303 | int div = 1; |
1307 | |
1304 | |
1308 | /* if undead are not an enemy of your god, you turn them |
1305 | /* if undead are not an enemy of your god, you turn them |
1309 | * at half strength */ |
1306 | * at half strength */ |
1310 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1307 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1311 | div = 2; |
1308 | div = 2; |
|
|
1309 | |
1312 | /* Give a bonus if you resist turn undead */ |
1310 | /* Give a bonus if you resist turn undead */ |
1313 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1311 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1314 | scare_creature (op, owner); |
1312 | scare_creature (op, owner); |
1315 | } |
1313 | } |
1316 | else |
1314 | else |
… | |
… | |
1322 | case ATNR_DEATH: |
1320 | case ATNR_DEATH: |
1323 | deathstrike_player (op, hitter, &dam); |
1321 | deathstrike_player (op, hitter, &dam); |
1324 | break; |
1322 | break; |
1325 | |
1323 | |
1326 | case ATNR_CHAOS: |
1324 | case ATNR_CHAOS: |
1327 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1325 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1328 | dam = 0; |
1326 | dam = 0; |
1329 | break; |
1327 | break; |
1330 | |
1328 | |
1331 | case ATNR_COUNTERSPELL: |
1329 | case ATNR_COUNTERSPELL: |
1332 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1330 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1333 | dam = 0; |
1331 | dam = 0; |
1334 | /* This should never happen. Counterspell is handled |
1332 | /* This should never happen. Counterspell is handled |
1335 | * seperately and filtered out. If this does happen, |
1333 | * seperately and filtered out. If this does happen, |
1336 | * Counterspell has no effect on anything but spells, so it |
1334 | * Counterspell has no effect on anything but spells, so it |
1337 | * does no damage. */ |
1335 | * does no damage. */ |
… | |
… | |
1409 | char buf[MAX_BUF]; |
1407 | char buf[MAX_BUF]; |
1410 | const char *skill; |
1408 | const char *skill; |
1411 | int maxdam = 0; |
1409 | int maxdam = 0; |
1412 | int battleg = 0; /* true if op standing on battleground */ |
1410 | int battleg = 0; /* true if op standing on battleground */ |
1413 | int pk = 0; /* true if op and what controls hitter are both players */ |
1411 | int pk = 0; /* true if op and what controls hitter are both players */ |
1414 | object *owner = NULL; |
1412 | object *owner = 0; |
1415 | object *skop = NULL; |
1413 | object *skop = 0; |
1416 | |
1414 | |
1417 | if (op->stats.hp >= 0) |
1415 | if (op->stats.hp >= 0) |
1418 | return -1; |
1416 | return -1; |
1419 | |
1417 | |
1420 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1418 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1429 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1427 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1430 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1428 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1431 | |
1429 | |
1432 | if (op->type == DOOR) |
1430 | if (op->type == DOOR) |
1433 | { |
1431 | { |
1434 | op->set_speed (0.1); |
1432 | op->set_speed (0.1f); |
1435 | op->speed_left = -0.05; |
1433 | op->speed_left = -0.05f; |
1436 | return maxdam; |
1434 | return maxdam; |
1437 | } |
1435 | } |
1438 | |
1436 | |
1439 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1437 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1440 | { |
1438 | { |
1441 | remove_friendly_object (op); |
|
|
1442 | |
|
|
1443 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1444 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1445 | |
|
|
1446 | op->destroy (); |
1439 | op->destroy (); |
1447 | return maxdam; |
1440 | return maxdam; |
1448 | } |
1441 | } |
1449 | |
1442 | |
1450 | /* Now lets start dealing with experience we get for killing something */ |
1443 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1494 | else |
1487 | else |
1495 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1488 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1496 | |
1489 | |
1497 | /* Only play sounds for melee kills */ |
1490 | /* Only play sounds for melee kills */ |
1498 | if (hitter->type == PLAYER) |
1491 | if (hitter->type == PLAYER) |
1499 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1492 | owner->play_sound (sound_find ("player_kills")); |
1500 | } |
1493 | } |
1501 | |
1494 | |
1502 | /* If a player kills another player, not on |
1495 | /* If a player kills another player, not on |
1503 | * battleground, the "killer" looses 1 luck. Since this is |
1496 | * battleground, the "killer" looses 1 luck. Since this is |
1504 | * not reversible, it's actually quite a pain IMHO. -AV |
1497 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1509 | */ |
1502 | */ |
1510 | if (op->type == PLAYER && owner != op && !battleg) |
1503 | if (op->type == PLAYER && owner != op && !battleg) |
1511 | owner->change_luck (-settings.pk_luck_penalty); |
1504 | owner->change_luck (-settings.pk_luck_penalty); |
1512 | |
1505 | |
1513 | /* This code below deals with finding the appropriate skill |
1506 | /* This code below deals with finding the appropriate skill |
1514 | * to credit exp to. This is a bit problematic - we should |
1507 | * to credit exp to. This is a bit problematic - we should |
1515 | * probably never really have to look at current_weapon->skill |
1508 | * probably never really have to look at current_weapon->skill |
1516 | */ |
1509 | */ |
1517 | skill = 0; |
1510 | skill = 0; |
1518 | |
1511 | |
1519 | if (hitter->skill && hitter->type != PLAYER) |
1512 | if (hitter->skill && hitter->type != PLAYER) |
1520 | skill = hitter->skill; |
1513 | skill = hitter->skill; |
1521 | else if (owner->chosen_skill) |
1514 | else if (owner->chosen_skill) |
1522 | { |
1515 | { |
1523 | skill = owner->chosen_skill->skill; |
|
|
1524 | skop = owner->chosen_skill; |
1516 | skop = owner->chosen_skill; |
|
|
1517 | skill = skop->skill; |
1525 | } |
1518 | } |
1526 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1519 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1527 | skill = owner->current_weapon->skill; |
1520 | skill = owner->current_weapon->skill; |
1528 | else |
1521 | else |
1529 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1522 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1530 | |
1523 | |
1531 | /* We have the skill we want to credit to - now find the object this goes |
1524 | /* We have the skill we want to credit to - now find the object this goes |
1532 | * to. Make sure skop is an actual skill, and not a skill tool! |
1525 | * to. Make sure skop is an actual skill, and not a skill tool! |
1533 | */ |
1526 | */ |
1534 | if ((!skop || skop->type != SKILL) && skill) |
1527 | if ((!skop || skop->type != SKILL) && skill) |
1535 | { |
1528 | { |
1536 | int i; |
1529 | int i; |
1537 | |
1530 | |
… | |
… | |
1563 | skill = skop->skill; |
1556 | skill = skop->skill; |
1564 | |
1557 | |
1565 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1558 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1566 | |
1559 | |
1567 | /* If you didn't kill yourself, and your not the wizard */ |
1560 | /* If you didn't kill yourself, and your not the wizard */ |
1568 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1561 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1569 | { |
1562 | { |
1570 | int exp; |
1563 | int exp; |
1571 | |
1564 | |
1572 | /* Really don't give much experience for killing other players */ |
1565 | /* Really don't give much experience for killing other players */ |
1573 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1566 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1600 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1593 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1601 | change_exp (owner, exp, skill, 0); |
1594 | change_exp (owner, exp, skill, 0); |
1602 | else |
1595 | else |
1603 | { |
1596 | { |
1604 | int shares = 0, count = 0; |
1597 | int shares = 0, count = 0; |
1605 | player *pl; |
|
|
1606 | partylist *party = owner->contr->party; |
1598 | partylist *party = owner->contr->party; |
1607 | |
1599 | |
1608 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1600 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1609 | |
1601 | |
1610 | for_all_players (pl) |
1602 | for_all_players (pl) |
… | |
… | |
1641 | { |
1633 | { |
1642 | object *owner1 = op->owner; |
1634 | object *owner1 = op->owner; |
1643 | |
1635 | |
1644 | if (owner1 && owner1->type == PLAYER) |
1636 | if (owner1 && owner1->type == PLAYER) |
1645 | { |
1637 | { |
1646 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1638 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1647 | /* Maybe we should include the owner that killed this, maybe not */ |
1639 | /* Maybe we should include the owner that killed this, maybe not */ |
1648 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1640 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1649 | } |
1641 | } |
1650 | |
1642 | |
1651 | remove_friendly_object (op); |
1643 | remove_friendly_object (op); |
… | |
… | |
1669 | } |
1661 | } |
1670 | |
1662 | |
1671 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1663 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1672 | * Returns 0 this is not friendly fire |
1664 | * Returns 0 this is not friendly fire |
1673 | */ |
1665 | */ |
1674 | |
|
|
1675 | int |
1666 | int |
1676 | friendly_fire (object *op, object *hitter) |
1667 | friendly_fire (object *op, object *hitter) |
1677 | { |
1668 | { |
1678 | object *owner; |
1669 | object *owner; |
1679 | int friendlyfire; |
1670 | int friendlyfire; |
… | |
… | |
1698 | } |
1689 | } |
1699 | |
1690 | |
1700 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1691 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1701 | friendlyfire = 0; |
1692 | friendlyfire = 0; |
1702 | } |
1693 | } |
|
|
1694 | |
1703 | return friendlyfire; |
1695 | return friendlyfire; |
1704 | } |
1696 | } |
1705 | |
|
|
1706 | |
1697 | |
1707 | /* This isn't used just for players, but in fact most objects. |
1698 | /* This isn't used just for players, but in fact most objects. |
1708 | * op is the object to be hit, dam is the amount of damage, hitter |
1699 | * op is the object to be hit, dam is the amount of damage, hitter |
1709 | * is what is hitting the object, type is the attacktype, and |
1700 | * is what is hitting the object, type is the attacktype, and |
1710 | * full_hit is set if monster area does not matter. |
1701 | * full_hit is set if monster area does not matter. |
… | |
… | |
1728 | |
1719 | |
1729 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1720 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1730 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1721 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1731 | return 0; |
1722 | return 0; |
1732 | |
1723 | |
1733 | #ifdef PROHIBIT_PLAYERKILL |
1724 | // only allow pk for hostile players |
1734 | if (op->type == PLAYER) |
1725 | if (op->type == PLAYER) |
1735 | { |
1726 | { |
1736 | object *owner = hitter->owner; |
1727 | object *owner = hitter->owner; |
1737 | |
1728 | |
1738 | if (!owner) |
1729 | if (!owner) |
1739 | owner = hitter; |
1730 | owner = hitter; |
1740 | |
1731 | |
1741 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1732 | if (owner->type == PLAYER |
|
|
1733 | && (!op_on_battleground (op, 0, 0) |
|
|
1734 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1735 | && op != owner) |
1742 | return 0; |
1736 | return 0; |
1743 | } |
1737 | } |
1744 | #endif |
|
|
1745 | |
1738 | |
1746 | if (body_attack) |
1739 | if (body_attack) |
1747 | { |
1740 | { |
1748 | /* slow and paralyze must hit the head. But we don't want to just |
1741 | /* slow and paralyze must hit the head. But we don't want to just |
1749 | * return - we still need to process other attacks the spell still |
1742 | * return - we still need to process other attacks the spell still |
… | |
… | |
1780 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1773 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1781 | { |
1774 | { |
1782 | /* FIXME: If a player is killed by a rune in a door, the |
1775 | /* FIXME: If a player is killed by a rune in a door, the |
1783 | * destroyed() check above doesn't return, and might get here. |
1776 | * destroyed() check above doesn't return, and might get here. |
1784 | */ |
1777 | */ |
|
|
1778 | |
|
|
1779 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1780 | gets it's speed_left raised on each mover-tick. |
|
|
1781 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1782 | and waiting for that to run out. |
|
|
1783 | */ |
1785 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1784 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1786 | return 0; |
1785 | return 0; |
1787 | } |
1786 | } |
1788 | |
1787 | |
1789 | #ifdef ATTACK_DEBUG |
1788 | #ifdef ATTACK_DEBUG |
1790 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1789 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1796 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1795 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1797 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1796 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1798 | if (dam >= 100) |
1797 | if (dam >= 100) |
1799 | dam /= 100; |
1798 | dam /= 100; |
1800 | else |
1799 | else |
1801 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1800 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1802 | } |
1801 | } |
1803 | |
1802 | |
1804 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1803 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1805 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1804 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1806 | */ |
1805 | */ |
… | |
… | |
1822 | if ((!hitter->slaying || |
1821 | if ((!hitter->slaying || |
1823 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1822 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1824 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1823 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1825 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1824 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1826 | (hitter->title != NULL |
1825 | (hitter->title != NULL |
1827 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1826 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1828 | return 0; |
1827 | return 0; |
1829 | } |
1828 | } |
1830 | |
1829 | |
1831 | maxattacktype = type; /* initialise this to something */ |
1830 | maxattacktype = type; /* initialise this to something */ |
1832 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1831 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
… | |
… | |
1864 | */ |
1863 | */ |
1865 | friendlyfire = friendly_fire (op, hitter); |
1864 | friendlyfire = friendly_fire (op, hitter); |
1866 | if (friendlyfire && maxdam) |
1865 | if (friendlyfire && maxdam) |
1867 | { |
1866 | { |
1868 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1867 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1869 | #ifndef COZY_SERVER |
|
|
1870 | maxdam++; |
|
|
1871 | #endif |
|
|
1872 | |
1868 | |
1873 | #ifdef ATTACK_DEBUG |
1869 | #ifdef ATTACK_DEBUG |
1874 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1870 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1875 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1871 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1876 | #endif |
1872 | #endif |
1877 | } |
1873 | } |
1878 | |
1874 | |
1879 | if (!full_hit) |
1875 | if (!full_hit) |
1880 | { |
1876 | { |
1881 | archetype *at; |
|
|
1882 | int area; |
1877 | int area; |
1883 | int remainder; |
1878 | int remainder; |
1884 | |
1879 | |
1885 | area = 0; |
1880 | area = 0; |
1886 | for (at = op->arch; at != NULL; at = at->more) |
1881 | |
|
|
1882 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1887 | area++; |
1883 | area++; |
|
|
1884 | |
1888 | assert (area > 0); |
1885 | assert (area > 0); |
1889 | |
1886 | |
1890 | /* basically: maxdam /= area; we try to "simulate" a float |
1887 | /* basically: maxdam /= area; we try to "simulate" a float |
1891 | value-effect */ |
1888 | value-effect */ |
1892 | remainder = 100 * (maxdam % area) / area; |
1889 | remainder = 100 * (maxdam % area) / area; |
1893 | maxdam /= area; |
1890 | maxdam /= area; |
1894 | if (RANDOM () % 100 < remainder) |
1891 | if (rndm (100) < remainder) |
1895 | maxdam++; |
1892 | maxdam++; |
1896 | } |
1893 | } |
1897 | |
1894 | |
1898 | #ifdef ATTACK_DEBUG |
1895 | #ifdef ATTACK_DEBUG |
1899 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1896 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1900 | #endif |
1897 | #endif |
1901 | |
1898 | |
|
|
1899 | // for now, only do this for active objects, otherwise they |
|
|
1900 | // keep a refcount for a long time and I see no usefulness |
|
|
1901 | // for an non-active objetc to know its enemy. |
|
|
1902 | if (op->active) |
1902 | if (hitter->owner) |
1903 | if (hitter->owner) |
1903 | op->enemy = hitter->owner; |
1904 | op->enemy = hitter->owner; |
1904 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1905 | op->enemy = hitter; |
1906 | op->enemy = hitter; |
1906 | |
1907 | |
1907 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1908 | { |
1909 | { |
1909 | /* The unaggressives look after themselves 8) */ |
1910 | /* The unaggressives look after themselves 8) */ |
1910 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1947 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1948 | * that before if the player was immune to ghosthit, the monster |
1949 | * that before if the player was immune to ghosthit, the monster |
1949 | * remained - that is no longer the case. |
1950 | * remained - that is no longer the case. |
1950 | */ |
1951 | */ |
1951 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1952 | { |
|
|
1953 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1954 | remove_friendly_object (hitter); |
|
|
1955 | |
|
|
1956 | hitter->destroy (); |
1953 | hitter->destroy (); |
1957 | } |
1954 | |
1958 | /* Lets handle creatures that are splitting now */ |
1955 | /* Lets handle creatures that are splitting now */ |
1959 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1956 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1960 | { |
1957 | { |
1961 | int i; |
1958 | int i; |
1962 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1959 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1969 | return maxdam; |
1966 | return maxdam; |
1970 | } |
1967 | } |
1971 | |
1968 | |
1972 | op->remove (); |
1969 | op->remove (); |
1973 | |
1970 | |
1974 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1971 | for (i = 0; i < op->stats.food; i++) |
1975 | { /* This doesn't handle op->more yet */ |
1972 | { /* This doesn't handle op->more yet */ |
1976 | object *tmp = arch_to_object (op->other_arch); |
1973 | object *tmp = arch_to_object (op->other_arch); |
1977 | int j; |
1974 | int j; |
1978 | |
1975 | |
1979 | tmp->stats.hp = op->stats.hp; |
1976 | tmp->stats.hp = op->stats.hp; |
… | |
… | |
2006 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2003 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2007 | hitter->destroy (); |
2004 | hitter->destroy (); |
2008 | |
2005 | |
2009 | return maxdam; |
2006 | return maxdam; |
2010 | } |
2007 | } |
2011 | |
|
|
2012 | |
2008 | |
2013 | void |
2009 | void |
2014 | poison_player (object *op, object *hitter, int dam) |
2010 | poison_player (object *op, object *hitter, int dam) |
2015 | { |
2011 | { |
2016 | archetype *at = archetype::find ("poisoning"); |
2012 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2052 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2048 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2053 | tmp->stats.Int = MAX (-dam / 7, -10); |
2049 | tmp->stats.Int = MAX (-dam / 7, -10); |
2054 | SET_FLAG (tmp, FLAG_APPLIED); |
2050 | SET_FLAG (tmp, FLAG_APPLIED); |
2055 | op->update_stats (); |
2051 | op->update_stats (); |
2056 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2052 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2053 | op->play_sound (tmp->sound); |
2057 | } |
2054 | } |
|
|
2055 | |
2058 | if (hitter->type == PLAYER) |
2056 | if (hitter->type == PLAYER) |
2059 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2057 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2060 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2058 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2061 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2059 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2062 | } |
2060 | } |
|
|
2061 | |
2063 | tmp->speed_left = 0; |
2062 | tmp->speed_left = 0; |
2064 | } |
2063 | } |
2065 | else |
2064 | else |
2066 | tmp->stats.food++; |
2065 | tmp->stats.food++; |
2067 | } |
2066 | } |
… | |
… | |
2071 | { |
2070 | { |
2072 | archetype *at = archetype::find ("slowness"); |
2071 | archetype *at = archetype::find ("slowness"); |
2073 | object *tmp; |
2072 | object *tmp; |
2074 | |
2073 | |
2075 | if (at == NULL) |
2074 | if (at == NULL) |
2076 | { |
|
|
2077 | LOG (llevError, "Can't find slowness archetype.\n"); |
2075 | LOG (llevError, "Can't find slowness archetype.\n"); |
2078 | } |
2076 | |
2079 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2077 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2080 | { |
2078 | { |
2081 | tmp = arch_to_object (at); |
2079 | tmp = arch_to_object (at); |
2082 | tmp = insert_ob_in_ob (tmp, op); |
2080 | tmp = insert_ob_in_ob (tmp, op); |
2083 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2081 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2084 | } |
2082 | } |
2085 | else |
2083 | else |
2086 | tmp->stats.food++; |
2084 | tmp->stats.food++; |
|
|
2085 | |
2087 | SET_FLAG (tmp, FLAG_APPLIED); |
2086 | SET_FLAG (tmp, FLAG_APPLIED); |
2088 | tmp->speed_left = 0; |
2087 | tmp->speed_left = 0; |
2089 | op->update_stats (); |
2088 | op->update_stats (); |
2090 | } |
2089 | } |
2091 | |
2090 | |
… | |
… | |
2108 | tmp->speed = 0.05; |
2107 | tmp->speed = 0.05; |
2109 | tmp->subtype = FORCE_CONFUSION; |
2108 | tmp->subtype = FORCE_CONFUSION; |
2110 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2109 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2111 | tmp->name = "confusion"; |
2110 | tmp->name = "confusion"; |
2112 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2111 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2112 | |
2113 | if (tmp->duration > maxduration) |
2113 | if (tmp->duration > maxduration) |
2114 | tmp->duration = maxduration; |
2114 | tmp->duration = maxduration; |
2115 | |
2115 | |
2116 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2116 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2117 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2117 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2118 | |
2118 | SET_FLAG (op, FLAG_CONFUSED); |
2119 | SET_FLAG (op, FLAG_CONFUSED); |
2119 | } |
2120 | } |
2120 | |
2121 | |
2121 | void |
2122 | void |
2122 | blind_player (object *op, object *hitter, int dam) |
2123 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2188 | op->speed_left = (float) -(FABS (op->speed) * max); |
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
2189 | |
2190 | |
2190 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2191 | } |
2192 | } |
2192 | |
2193 | |
2193 | |
|
|
2194 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2194 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2195 | * the computed damaged. |
2195 | * the computed damaged. |
2196 | */ |
2196 | */ |
2197 | void |
2197 | void |
2198 | deathstrike_player (object *op, object *hitter, int *dam) |
2198 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2206 | ** field of the deathstriking object */ |
2206 | ** field of the deathstriking object */ |
2207 | |
2207 | |
2208 | int atk_lev, def_lev, kill_lev; |
2208 | int atk_lev, def_lev, kill_lev; |
2209 | |
2209 | |
2210 | if (hitter->slaying) |
2210 | if (hitter->slaying) |
2211 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2211 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2212 | return; |
2212 | return; |
2213 | |
2213 | |
2214 | def_lev = op->level; |
2214 | def_lev = op->level; |
2215 | if (def_lev < 1) |
2215 | if (def_lev < 1) |
2216 | { |
2216 | { |
2217 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2217 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2218 | def_lev = 1; |
2218 | def_lev = 1; |
2219 | } |
2219 | } |
|
|
2220 | |
2220 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2221 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2222 | atk_lev, def_lev); */ |
2223 | atk_lev, def_lev); */ |
2223 | |
2224 | |
2224 | if (atk_lev >= def_lev) |
2225 | if (atk_lev >= def_lev) |
… | |
… | |
2239 | */ |
2240 | */ |
2240 | *dam *= kill_lev / def_lev; |
2241 | *dam *= kill_lev / def_lev; |
2241 | } |
2242 | } |
2242 | } |
2243 | } |
2243 | else |
2244 | else |
2244 | { |
|
|
2245 | *dam = 0; /* no harm done */ |
2245 | *dam = 0; /* no harm done */ |
2246 | } |
|
|
2247 | } |
2246 | } |
2248 | |
2247 | |
2249 | /* thrown_item_effect() - handles any special effects of thrown |
2248 | /* thrown_item_effect() - handles any special effects of thrown |
2250 | * items (like attacking living creatures--a potion thrown at a |
2249 | * items (like attacking living creatures--a potion thrown at a |
2251 | * monster). |
2250 | * monster). |
… | |
… | |
2280 | } |
2279 | } |
2281 | } |
2280 | } |
2282 | } |
2281 | } |
2283 | |
2282 | |
2284 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2283 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2285 | |
|
|
2286 | int |
2284 | int |
2287 | adj_attackroll (object *hitter, object *target) |
2285 | adj_attackroll (object *hitter, object *target) |
2288 | { |
2286 | { |
2289 | object *attacker = hitter; |
2287 | object *attacker = hitter; |
2290 | int adjust = 0; |
2288 | int adjust = 0; |
… | |
… | |
2355 | #endif |
2353 | #endif |
2356 | |
2354 | |
2357 | return adjust; |
2355 | return adjust; |
2358 | } |
2356 | } |
2359 | |
2357 | |
2360 | |
|
|
2361 | /* determine if the object is an 'aimed' missile */ |
2358 | /* determine if the object is an 'aimed' missile */ |
2362 | int |
2359 | int |
2363 | is_aimed_missile (object *op) |
2360 | is_aimed_missile (object *op) |
2364 | { |
2361 | { |
2365 | |
2362 | |
2366 | /* I broke what used to be one big if into a few nested |
2363 | /* I broke what used to be one big if into a few nested |
2367 | * ones so that figuring out the logic is at least possible. |
2364 | * ones so that figuring out the logic is at least possible. |
2368 | */ |
2365 | */ |
2369 | if (op && (op->move_type & MOVE_FLYING)) |
2366 | if (op && (op->move_type & MOVE_FLYING)) |
2370 | { |
|
|
2371 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2367 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2372 | return 1; |
2368 | return 1; |
2373 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2369 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2374 | return 1; |
2370 | return 1; |
2375 | } |
2371 | |
2376 | return 0; |
2372 | return 0; |
2377 | } |
2373 | } |